/Engine/Plugins/Experimental/Water/Source/Runtime/Public/WaterQuadTree.h
Render data per water body
struct FWaterBodyRenderData
UMaterialInterf...
Material
The standard material to be used for this water body
int16
MaterialIndex
int16
Priority
Render priority. If two water bodies overlap, this will decide which water body is used for a tile
UMaterialInterf...
RiverToLakeMaterial
Transition materials (Only set up for river water bodies)
int16
RiverToLakeMaterialIndex
UMaterialInterf...
RiverToOceanMaterial
int16
RiverToOceanMaterialIndex
double
SurfaceBaseHeight
World Z position of the waterbody, this is where the tiles for this water body will be rendered
int16
WaterBodyIndex
Offset into the wave data buffer on GPU
int8
WaterBodyType
Water body type. River, Lake or Ocean, defaults to an invalid type